- Yet again messed with the packet sent during a splash attack, but this time taking into account the packets that eA was using some many revisions ago. Tests are needed to see if Magnum Break/Grimtooth don't spam the skill animation anymore, and to see if GrandCross didn't break it's animation as well.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8877 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-09-26 19:35:29 +00:00
parent faa1896447
commit 962762114b
2 changed files with 12 additions and 19 deletions

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@ -4,6 +4,11 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2006/09/26 2006/09/26
* Yet again messed with the packet sent during a splash attack, but this
time taking into account the packets that eA was using some many revisions
ago. Tests are needed to see if Magnum Break/Grimtooth don't spam the skill
animation anymore, and to see if GrandCross didn't break it's animation as
well. [Skotlex]
* Added function skill_dance_switch which handles converting overlapping * Added function skill_dance_switch which handles converting overlapping
song/dances to dissonance/ugly dance. It should make the overlapping area song/dances to dissonance/ugly dance. It should make the overlapping area
now behave completely like the mentioned song/dances (taking into account now behave completely like the mentioned song/dances (taking into account

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@ -1885,13 +1885,14 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
//Skill hit type //Skill hit type
type=(skillid==0)?5:skill_get_hit(skillid); type=(skillid==0)?5:skill_get_hit(skillid);
if((damage <= 0 || damage < dmg.div_) if(damage < dmg.div_
&& skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex] && skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
dmg.blewcount = 0; dmg.blewcount = 0;
if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) { if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
if(battle_config.gx_disptype) dsrc = src; if(battle_config.gx_disptype) dsrc = src;
if(src == bl) type = 4; if(src == bl) type = 4;
else flag|=SD_ANIMATION;
} }
if(sd) { if(sd) {
@ -2033,24 +2034,11 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
case SN_SHARPSHOOTING: case SN_SHARPSHOOTING:
dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2); dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
break; break;
case CR_GRANDCROSS:
case NPC_GRANDDARKNESS:
//Only show animation when hitting yourself. [Skotlex]
if (src!=bl) {
dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
break;
}
default: default:
// Aegis sends the same packet for both targetted and splash-targetted enemies, //Disabling skill animation doesn't works on multi-hit.
// therefore SD_ANIMATION isn't really of any use... dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion,
/* damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv,
if (flag&SD_ANIMATION) //Disable skill animation. (flag&SD_ANIMATION && dmg.div_ < 2?5:type));
dmg.dmotion = clif_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion,
damage, dmg.div_, 8, dmg.damage2);
else
*/
dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion,
damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
break; break;
} }